The current branding for the project. Non-pixelized, for ease of reading (and so my eyes don't burn out.)
Our humble protagonist; a company investigator who works outside the dome, solving the crimes no one else wants.
One of the minds behind the MAC-100 project. Cold as ice, unfeeling as her machines... or is she?
Kourai Inc's chief of security and veteran of the Resource Wars. A combat cyborg with years of field experience and very little patience.
Machine Assisted Creativity Mark 100. A prototype machine intelligence designed to overcome the intellectual boundaries of traditional android programming.
Owner of the Sharp Club in the outer city. Hoodlum, racketeer, all-around scumlord.
The first real Braincase art I made; I was trying to nail down the feel of the game, along with the concept.
Prototype of the title screen. I want the tone of the game to be as dark as possible; although color is important in showing the 'futuristic' feel of the city, I want the player to feel as if they've been thrust into a dark, gritty, noiresque story from the get-go.
Some of the NPCs in Braincase.
After creating "Redworld" for my Master's Degree project, I decided to tackle another adventure game - this one with a darker storyline, deeper art assets, and a much larger scope of story and gameplay. The result is Braincase, a neo-noir mystery set in the not-too-far future.
The world is bleak and ravaged by war and disease, and the planet's resources are quickly drying up. Androids have quickly become a cheap replacement for human labor, leading to social unrest among the so-called "lower classes." But that doesn't bother Cole Burns, private detective - he's been hired to retrieve a prototype android for a client, and that's exactly what he plans on doing.
These pieces are mostly conceptual tools for the game itself. Building a game by yourself is a slow process; coding is not a forgiving medium. Still, once the game is finished, updates will be posted here.
Mixed Media, Adventure Game Studio, 2016 - 2018